Also: networking as a dedicated activity isnโt real.
Effective networking is just building real relationships. Friendships, co-workers, collaborators, partners. Shared experiences. That is where a network comes from
You canโt force it and going to GDC with that goal wonโt work
04.01.2025 08:44 โ ๐ 27 ๐ 6 ๐ฌ 0 ๐ 0
Yeah, know the feeling. Just for design.
11.12.2024 09:03 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0
The story is written:
10.12.2024 15:52 โ ๐ 2 ๐ 0 ๐ฌ 0 ๐ 0
Legit analysis
09.12.2024 07:42 โ ๐ 2 ๐ 0 ๐ฌ 0 ๐ 0
If you are curious about what we did to "make flying more fun" in our latest DLC of Avatar, then check this little thread.
08.12.2024 20:09 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0
Very nice little parkour system:
08.12.2024 00:27 โ ๐ 2 ๐ 1 ๐ฌ 0 ๐ 0
This looks like my jam
07.12.2024 23:42 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0
I can for sure recommend Phantom Spark - a vibe trackmainia that just feels super tight
06.12.2024 21:29 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0
Finally we have high fidelity realitme dynamic raytraced light in our games!
Let's keep "tall grass" as the only way to hide.
05.12.2024 19:15 โ ๐ 20 ๐ 0 ๐ฌ 1 ๐ 0
Huge shout out to @lukeplunkett.com for stepping out of the discourse and reviewing an ancient game like Star Wars Outlaws ๐
05.12.2024 08:37 โ ๐ 2 ๐ 0 ๐ฌ 0 ๐ 0
WOHA! having worked on a bow and arrow game for four years, I must say, this idea looks super fresh!
04.12.2024 20:22 โ ๐ 4 ๐ 0 ๐ฌ 1 ๐ 0
Really? I hear everyone within Ubi talk about how much we lack animators and tech animators on our projects?
04.12.2024 06:46 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0
Oh wow. I have found it increasingly physically painful driving at night over the last 10 years. It has been one of those "am I being crazy, or is this a thing?"
04.12.2024 05:49 โ ๐ 5 ๐ 0 ๐ฌ 0 ๐ 0
YouTube video by Ubisoft
Avatar: Frontiers of Pandora โ Secrets of the Spires Story Pack Trailer
Secrets of the Spires, our second DLC to Avatar: Frontiers of Pandora dropped last week. While DLC1 was mostly a story extension, DLC2 adds tons of new gameplay and 3C features, especially around flying, so #gamedev let's talk shop, #gamedesign thread incoming.
03.12.2024 14:05 โ ๐ 8 ๐ 1 ๐ฌ 1 ๐ 2
so many studio closures and layoffs in the last couple years, and many of the groups that still exist are in their final round right now, and culturally the vibe among players mostly seems like "fuck devs. if they shut down, good". when there's nothing new to play they will not amend this position
01.12.2024 06:16 โ ๐ 30 ๐ 2 ๐ฌ 0 ๐ 0
Yes! Ada, our fantastic Associate Director is streaming the Avatar Frontiers of Pandora if you are curious about the new DLC
03.12.2024 18:51 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0
And it is not that I feel this controller is better than let's say a Dualsense - it is just that it is so damn reliable.
03.12.2024 17:27 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0
So to conclude: A good traversal experience in games is more than the classic 3Cs (camera, controls, character), it is also crafted by the SPACE you move in, the ACTIVITIES it offers and the FANTASY it creates.
End of long thread
03.12.2024 14:05 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0
We did one more thing that is worth calling out: we doubled down on the fantasy of a personal bond to an animal. We added lots of small flavor animations and voice lines where the player character and mount reacts and responds to the contexts around them. Players have received this very well.
03.12.2024 14:05 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0
Smash also plays a key role in giving you micro distractions. Instead of airspace and ground being separate spaces, smash it opens a full range of open world gameplay and meaningful exploration. Defeat enemy installations by smashing ingredients, Loot by smashing containers, harvest by smashing pods
03.12.2024 14:05 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0
We want the player to ask themselves "what more can I smash?", "what places can I launch myself to?". Especially "Launch" is especially a skill that allows player expression. You can do cool stuff like, launch yourself in air, shoot a helicopter and land on the ikran again.
03.12.2024 14:05 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0
It was very important to design both of these skills as general "verbs" - not abilities to solve specific problems. We do onboard the skills on the main quest, and they both play a key role in moving the story forward, but they are broader than that.
03.12.2024 14:05 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0
On the core controls we only added a few new critical skills that open up the toolbox for what the player can DO in the air. The "smash" ability lets you hammer into things and destroy them, and the "launch" ability is an in-air dismount that just launches the player forward in air.
03.12.2024 14:05 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0
We crafted a world for flying. The world team created a vertical mountain canyon region... It is essentially Manhattan with tall spire mountains instead of skyscrapers, canyon rivers instead of roads. You can still go all the way up and above things, but often flying around stuff is more efficient.
03.12.2024 14:05 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0
Gameplay footage of Avatar: Frontiers of Pandora showing various aerial gameplay moments. Jumping and catching the ikran in air, aerial fights, barrel rolls.
The team that worked on the mount on the main game still had done a really great job of selling the fantasy, but it poses an interesting question when starting on an aerial focused dlc: where do we improve without completely ripping things apart? So here is what we did:
03.12.2024 14:05 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0
The transition between ground and air also took tons of time, landing could take 20 seconds, calling your ikran and taking off would take even more. So you either fly or you donโt, not much encouragement to shift between the modes.
03.12.2024 14:05 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0
It is fun to fly near the ground among gigantic trees - but players will gravitate towards the path of least resistance, even if it is less fun for them. So if you need to go from A to B, then most players will just fly up above anything there could be in the way and go in a straight line.
03.12.2024 14:05 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0
Gameplay image from Avatar: Frontiers of Pandora, where two ikrans are flying in a big open vista with no obstacles in the sky.
Flying in Avatar sometimes struggles in all these areas. Flying has a wing flap mechanic that boosts speed and drains stamina, but that is about it. No way to master it, no way to make it yours. While flying above the skies is exciting, it becomes hard to add any mid-level navigation or distractions
03.12.2024 14:05 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0
YouTube video by FoxPurple
Parkour! #shorts #avatarfrontiersofpandora
So, to sum up: aerial traversal is great in Spider-Man because of expressive controls, active mid-level navigation, and micro distractions. I actually feel on-foot traversal in Avatar succeeds on the same parameters. Expressive jungle parkour in an environment full of dangers and opportunities.
03.12.2024 14:05 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0
A semi-sentient colony of self-assembling, cooperative, biological nano-units. Still somewhat functional, despite its age. ๐Deloitte Fast 500 ๐Red Herring Top 100 Private Companies ๐IGF Narrative. ๐Hugo nominated Caves of Qud Sproggiwood pronoun* BLM
Professional good thing liker.
http://brandonnn.com
Get Bramblewood now on Steam. https://store.steampowered.com/app/1739280/Bramblewood/
Robin C.๐จArt, cartoons, game dev of many hats, sinister ghoul woman, punk af
Currently: Director on NDA, + Hex Artist
Prev: SteelWoolStudio, SuckerPunchProd, Onipress, Undeadlabs, Hardsuit Labs
๐ https://rezllen.com ๐
opinions are my own (they/she)
Burp... witches!
http://youtube.com/@pvthinge
https://x.com/Pvt_Hinges
โ๏ธ๐๐น๏ธ๐ฅ โจ
writer & game dev & filmmaker & horror guy
cmy2k.net & squibfilms.com
streaming on sailorspooky.tv
โก allsees.online โก
PLAY QUALIA store.steampowered.com/app/3351080/qualia/
patreon.com/cmy2k
https://ko-fi.com/cmy2k
Indie game developer based in Copenhagen ๐ฉ๐ฐ
Game Developer focusing on action roguelites and rpgs. In love with spellcrafting of all kinds.
Whiskers and Wizardry: https://store.steampowered.com/app/3326820/Whiskers_and_Wizardry/
Margoq's Lair: https://store.steampowered.com/app/2516550/Margoqs_Lair
Creative Director for Civilization franchise @Firaxis. Designer of boardgames Here I Stand, Virgin Queen, and Border Reivers @GMT Games.
Game Developer/Electromagician/Cat Master ๐น
Epic Megagrant 2022 Recipient
BAFTAConnect 22/23/24
IGDA Foundation Next-Gen Leader 2022
Currently working on Rogue Eclipse!
Wishlist Here!
https://bit.ly/4bRLumD
Views expressed here are my own ๐
Technical Art Director, Activision - Elsewhere Entertainment
23 years in games.
Dane, living in Sweden.
Formerly
Unity Technologies : FPS Sample, Megacity & DOTS.
Io Interactive: Lead Artist and Tech. Art Director on Hitman & the Glacier Engine.
Sound designer, musician, game dev etc.
My work includes sound design for Cocoon, Welcome To Elk and ongoing projects at LEGO Group.
i make Ambrosia Sky at @softrains.bsky.social
https://store.steampowered.com/app/3580160/Ambrosia_Sky/?utm_source=bsky&utm_campaign=chh_social&utm_medium=profile&utm_content=bio
Writer of New Astoria, a sapphic cyberpunk thriller
https://newastoria.tv
โ Ex Game Designer at Unity
โ Creator of Mix and Jam https://bit.ly/mixandjam
From ๐ง๐ท living in ๐ช๐ธ
Associate Game Director on Diablo IV, prev: Heroes of the Storm, WildStar, Lord of the Rings Online - Father, Runner, Tabletop RPG fan
Devin Sherry - Expert Gameplay Designer @ CD Projekt Red. Educating + learning C++ and Blueprint in Unreal Engine. My opinions are my own.
Former Principal Tech Designer @ People Can Fly Outriders|Worldslayer
https://www.twitch.tv/jevinscherriesgamedev
๐ง๐ปโ๐ป Senior Designer at Santa Monica Studio (SIE). Creds: Grand Theft Auto VI, Red Dead Redemption II, Grand Theft Auto V, others.
I mostly talk videogames and other art that makes life worth living.
He/Him | 19-year Game Developer | Design Manager at Insomniac | Extra Life Participant | I talk about Video Games, Board Games, Pinball, & Wrestling a bunch | Streamer of pinball & other things @ https://www.twitch.tv/piratepwnsninja
Game Designer and Play Theorist / Designer of Rainbow Six & Ghost Recon / Author of The Aesthetic of Play & Situational Game Design
For fun I make board games and watch anime!
Lead Game Designer in Polished Games (Be My Horde). Writing about game design and game dev. Previously game journalist for over 10 years.
https://store.steampowered.com/app/2499520/